Will Alchemy get some lovin?

Post » Tue Mar 15, 2011 5:08 am

Im curious if there has been any mention about how Alch. will function in Skyrim. Will it be like the last two games? A revamp? etc.
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Latisha Fry
 
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Post » Mon Mar 14, 2011 10:47 pm

Im curious if there has been any mention about how Alch. will function in Skyrim. Will it be like the last two games? A revamp? etc.



Theres been some pictures on alchemy (in a video there was a thing that sorta showed how alchemy/ crafting in general would work...) but not alot of news over all, unless I missed something, but I dont think that I did...

http://news.tgn.tv/wp-content/uploads/2011/01/Skyrim1.jpg

http://news.tgn.tv/wp-content/uploads/2011/01/Skyrim2.jpg

Concepts, that you could see during the tour, (or one of the videos...) im pretty sure , or something like that...
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Sam Parker
 
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Post » Tue Mar 15, 2011 1:38 am

Be nice if they could/would/are incorporate something fundimental like say potency of the ingredient. I mean when you have a hand full of ingredients that all do the same thing it would be nice if some of those ingredents make the potion more potent then other ingredients. IE if I make a poison that used say spider venom from a daedric spider, I would expect it to damage the health of the enemy far more effective/quicker than using a poison with nightshade in it.

Granted potency was more or less taken care of with the alch tools but the stronger the raw ingredient is the more potent the end result would be.
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Nicole Coucopoulos
 
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Post » Tue Mar 15, 2011 2:46 am

Pete tweeted a long time ago that he spent "many a lunch" with one of the devs discussing alchemy. It's one of Pete's favorite gameplay mechanics. Alchemy is well looked after.
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Dina Boudreau
 
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Post » Mon Mar 14, 2011 11:34 pm

Cooking is in the game... need I say more?
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LuCY sCoTT
 
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Post » Mon Mar 14, 2011 9:46 pm

I do hope that when Alchemy reaches a high enough level that we can use single ingredients to make potions, rather than needing 2. :P
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Rhiannon Jones
 
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Post » Mon Mar 14, 2011 6:45 pm

Cooking is in the game... need I say more?


Depends, can I cook a loaf of bread, poison it and then put it in a room for an NPC to eat it alah dark brotherhood poison apples?
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KIng James
 
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Post » Mon Mar 14, 2011 8:17 pm

I hope powerful poisonous plants will have seasonal potency levels. The deadly ones should only produce deadly poison one day of the year, and you have to search through a huge 100 level arcane library looking for the book that gives you the recipe. The potion should only last for an amount of time, so if its a super powerful potion it loses strength as it ages. Maybe the opposite on all accounts too.

Imagine this: you go in to a deep dark cave and fall into a water trap with a super powerful water breathing potion at the bottom (or so the label says), so you drink it and go exploring the underwater tunnels, but it turns out that the potion was so ancient it only lasted 1/4 of the way into the tunnels, and you drown.

This would also help keep the economy alive, potion shops would have to keep making / restocking potions even if nobody buys any. Some ingredients could be purely to counter this aging effect, like a plant with a natural preservative effect.
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Matt Bigelow
 
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Post » Mon Mar 14, 2011 11:43 pm

I never dabble much with Alchemy, but the mechanics need to change. Leveling up was way too easy. One poster suggested that once you make a certain potion enough times, it no longers counts towards leveling. I would like to see Crafting folded into the skill, although the two are different disciplines and have different skill/knowledge sets.
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Amanda savory
 
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Post » Mon Mar 14, 2011 6:08 pm

I never dabble much with Alchemy, but the mechanics need to change. Leveling up was way too easy. One poster suggested that once you make a certain potion enough times, it no longers counts towards leveling. I would like to see Crafting folded into the skill, although the two are different disciplines and have different skill/knowledge sets.


Agreed. I do dabble in Alchemy and it was way, way too overpowering in Oblivion - and ridiculously so in Morrowind.

Then nGCD/Progress came along and I was able to make progression five times slower. Some other changes that could be made:

- limited ability to sell potions (I mean, really, who wants to buy 1000 burden potions at 20 gold each)
- a more random regeneration of ingredients (so it isn't so much like clockwork)
- as a modder who makes plants and plant varieties, I'd like to see more types of ingredients and more varieties of plants.
- failed potions!
- the ability for potions to "go bad" after a period of time.

~ Dani ~ :)
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Zualett
 
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Post » Tue Mar 15, 2011 10:17 am

- as a modder who makes plants and plant varieties, I'd like to see more types of ingredients and more varieties of plants.
- failed potions!
- the ability for potions to "go bad" after a period of time.


Gud stuff.

:tops:
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Ray
 
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Post » Tue Mar 15, 2011 3:51 am

Its been announced that alchemy now works by using the headset, it responds to voice commands.

One of the recipes requires you to sing: "Put the lime in the coconut and mix it all up."
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Emily Martell
 
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Post » Tue Mar 15, 2011 5:36 am

Its been announced that alchemy now works by using the headset, it responds to voice commands.

One of the recipes requires you to sing: "Put the lime in the coconut and mix it all up."


This :teehee:
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KIng James
 
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Post » Tue Mar 15, 2011 4:35 am

I am really hoping to see more offensive abilities for alchemy.

Perhaps the ability to make throwing potions such as poison gas, or flammable oils that react to fire spells or weapons.
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Jesus Duran
 
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Post » Mon Mar 14, 2011 10:11 pm

I am really hoping to see more offensive abilities for alchemy.

Perhaps the ability to make throwing potions such as poison gas, or flammable oils that react to fire spells or weapons.


Heck I'd just be happy with being able to give an ally potions/poisons and them use them accordingly.
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Kara Payne
 
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Post » Tue Mar 15, 2011 8:50 am

Heck I'd just be happy with being able to give an ally potions/poisons and them use them accordingly.

That would be cool. Hopefully it makes it in.
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ONLY ME!!!!
 
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Post » Tue Mar 15, 2011 12:33 am

Agreed. I do dabble in Alchemy and it was way, way too overpowering in Oblivion - and ridiculously so in Morrowind.

Then nGCD/Progress came along and I was able to make progression five times slower. Some other changes that could be made:

- limited ability to sell potions (I mean, really, who wants to buy 1000 burden potions at 20 gold each)
- a more random regeneration of ingredients (so it isn't so much like clockwork)
- as a modder who makes plants and plant varieties, I'd like to see more types of ingredients and more varieties of plants.
- failed potions!
- the ability for potions to "go bad" after a period of time.

~ Dani ~ :)


Nice ideas there,i like it :)

I buy your burden potions though. I'll get my wife to drink them before we argue,then i'll say my piece,run off,and well,i win the arguement,because she can't follow me.
I'll look forward to my first arguement win :thumbsup:
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Josh Lozier
 
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Post » Mon Mar 14, 2011 7:45 pm

Agreed. I do dabble in Alchemy and it was way, way too overpowering in Oblivion - and ridiculously so in Morrowind.

Then nGCD/Progress came along and I was able to make progression five times slower. Some other changes that could be made:

- limited ability to sell potions (I mean, really, who wants to buy 1000 burden potions at 20 gold each)
- a more random regeneration of ingredients (so it isn't so much like clockwork)
- as a modder who makes plants and plant varieties, I'd like to see more types of ingredients and more varieties of plants.
- failed potions!
- the ability for potions to "go bad" after a period of time.

~ Dani ~ :)


Some excellent ideas! :) I hope at least some of these make it in!

And whoever suggested exploding throwable potions and such-- brilliant! :D
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phillip crookes
 
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Post » Tue Mar 15, 2011 8:30 am

and you have to search through a huge 100 level arcane library looking for the book that gives you the recipe.


I think this idea is absolutely genius! The regular alchemy should still exist like the way it was in oblivion, where your ingredients would list their specific qualities or side effects, but the option of finding alchemy books that have recipes for hi powered potions that you couldnt make any other way then finding these books could add some much needed variation. Alchemy was one of my favorite past times in oblivion and morrowind but they didnt have enough variation after a while.

I also think there should be more effects, such as

- A temporary jumping boost
- A poison that cripples an enemies legs for x amount of time. Animations of the enemy squirming and dragging its body with his arms would have to be implementded for this.
- poisons that when shot with an arrow should cause enemies to have gruesome deaths with convulsions or melting flesh and not just dropping dead like in oblivion
- there should be illegal substances that you can make that can only be sold to certain people around skyrim for a substantial amount of money and if you attempt to sell to someone who is law abiding they may report you depending on how much they dislike you
- a potion that can make you look more aged or younger for x amount of time.. could be useful with story elements where you need to change your identity etc
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BRIANNA
 
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Post » Mon Mar 14, 2011 6:32 pm

Lol... how funny would it be if you could make skooma or moon sugar and sell them to addicts? :P
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james tait
 
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Post » Tue Mar 15, 2011 1:13 am

I never dabble much with Alchemy, but the mechanics need to change. Leveling up was way too easy. One poster suggested that once you make a certain potion enough times, it no longers counts towards leveling.




...as I try to imagine leveling up Alch, at 20+ potions per skill point, when potions stop giving skillups. :confused:


(Checking the Oblivion wiki, it says that it would take 1000-2000 potions made to level from 5-100, depending on if the skill was major/spec/etc. That doesn't seem particularly easy. But maybe it's just me. :))
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Annika Marziniak
 
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Post » Tue Mar 15, 2011 12:59 am

I am really hoping to see more offensive abilities for alchemy.

Perhaps the ability to make throwing potions such as poison gas, or flammable oils that react to fire spells or weapons.


THIS! Potions, Poisons, and Explosives! :hubbahubba: And yes, i agree that there should also be cooking involved with Alchemy in Skyrim, maybe some perks that give you new recipes.
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Cameron Garrod
 
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Post » Tue Mar 15, 2011 7:53 am

That doesn't seem particularly easy. But maybe it's just me. :))



It is easy when you can pick a low end potion that uses common or cheap ingredients, couple that with Merchant Exploits and you can get the ingredients you need to make 1000 potions in one sitting. I never had an issue getting my Alchemy up to high levels in the game.
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Victoria Vasileva
 
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Post » Mon Mar 14, 2011 6:17 pm

It is easy when you can pick a low end potion that uses common or cheap ingredients, couple that with Merchant Exploits and you can get the ingredients you need to make 1000 potions in one sitting. I never had an issue getting my Alchemy up to high levels in the game.


Yes, especially with you being able to pillage farms for some reason without any consequences. I admit, on the 360 I would take all of the graqes from the Skingrad vineyards and then take the crops from Shetcombe Farm, you would gain like 5-20 skill increases plus 1k-5k in one sitting.
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An Lor
 
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Post » Tue Mar 15, 2011 7:38 am

Definitely needs an overhaul, which I hope it will get. As long as it isn't extremely easy to make cash off of anymore (more of a thing for whoever is working on merchants to worry about, rather than who is doing Alchemy) and level up. The main problem I had with it was they always put ingredients that did the same thing near each other. Practically everything had restore fatigue, and playing as an Atronach mage (no magicka regen) was simple because Flax and the Steel-Blue Entoloma were in the same place. Same for being an Assassin with Damage Health. Strangely enough, all 4 of the easy ingredients for those two potions were in the same general location (the two I mentioned for Restore Magicka and Nightshade, Dragon's Tongue, and Peonys for Damage Health were in the West Weald)

One big thing I want to see is ingredients from other provinces. I want to see the stuff from Oblivion (including stuff from Oblivion Gates and SI in limited/very rare amounts, because someone HAD to have tried to get some samples of flora and fauna from those places. Who wouldn't try and get rare magical ingredients that no one may ever see again? Ka-ching) and Morrowind, even if they aren't native I'm sure merchants sell them to other provinces. I want to make a Kwama Omelet again.
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Rob Smith
 
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